flak_m/modeldef.shock
Marisa Kirisame 775172a7a8 Various changes to feel closer to vanilla UT, mainly in terms of projectile gravity and velocity.
Reduced the smoke on the minigun and casings for better performance.
Corrected the number of chunks (was 6, should be 8) fired by the flak cannon.
Reduced flak chunk spread (should be ~5.5 degrees, was double of that) on the weapon and slugs.
Reduced the size of the shock rifle combo shockwave mesh to be closer to vanilla UT.
Misc. tweaks to health item textures.
Reduced the blur in the Redeemer view shader, it was too strong.
Fix expiration messages on powerups appearing on level changes.
Address complaints about how I change Kinsie's test map. Shouldn't be too dark now.
2019-01-24 22:50:46 +01:00

309 lines
5.6 KiB
Text

Model "ShockAmmo"
{
Path "models"
Model 0 "ShockCoreM_d.3d"
Skin 0 "JShockCore.png"
Scale 0.11 0.11 0.132
ZOffset 12
FrameIndex SHOA A 0 0
}
Model "ShockAmmo2"
{
Path "models"
Model 0 "ShockCoreM_d.3d"
Skin 0 "JShockCore_2.png"
Scale 0.11 0.11 0.132
ZOffset 12
FrameIndex SHOA A 0 0
}
Model "EnhancedShockAmmo"
{
Path "models"
Model 0 "ShockCoreM_d.3d"
Skin 0 "JSShockCore.png"
Scale 0.11 0.11 0.132
ZOffset 12
FrameIndex SHOA A 0 0
}
Model "ShockRifleWave"
{
Path "models"
Model 0 "shockrwm_d.3d"
Skin 0 "shocktt1.png"
Scale 0.6 0.5 0.5
PitchOffset 90
FrameIndex SWAV A 0 0
FrameIndex SWAV B 0 1
}
Model "SuperShockRifleWave"
{
Path "models"
Model 0 "shockrwm_d.3d"
Skin 0 "sshocktt1.png"
Scale 0.6 0.5 1.5
PitchOffset 90
FrameIndex SWAV A 0 0
FrameIndex SWAV B 0 1
}
Model "ShockBeamRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "asaring.png"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1
FrameIndex SRNG C 0 2
FrameIndex SRNG D 0 3
FrameIndex SRNG E 0 4
FrameIndex SRNG F 0 5
FrameIndex SRNG G 0 6
FrameIndex SRNG H 0 7
FrameIndex SRNG I 0 8
}
Model "SuperShockBeamRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "ASasRing.png"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1
FrameIndex SRNG C 0 2
FrameIndex SRNG D 0 3
FrameIndex SRNG E 0 4
FrameIndex SRNG F 0 5
FrameIndex SRNG G 0 6
FrameIndex SRNG H 0 7
FrameIndex SRNG I 0 8
}
Model "ShockBlastRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "ppurplering.png"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1
FrameIndex SRNG C 0 2
FrameIndex SRNG D 0 3
FrameIndex SRNG E 0 4
FrameIndex SRNG F 0 5
FrameIndex SRNG G 0 6
FrameIndex SRNG H 0 7
FrameIndex SRNG I 0 8
}
Model "SuperShockBlastRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "ASasRing.png"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1
FrameIndex SRNG C 0 2
FrameIndex SRNG D 0 3
FrameIndex SRNG E 0 4
FrameIndex SRNG F 0 5
FrameIndex SRNG G 0 6
FrameIndex SRNG H 0 7
FrameIndex SRNG I 0 8
}
Model "ShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "asmd_t.png"
AngleOffset 90
Scale 0.14 0.14 0.18
ZOffset 4
FrameIndex ASMP B 1 0
ZOffset 12
ROTATING
FrameIndex ASMP A 1 0
}
Model "ShockRifle"
{
Path "models"
Model 0 "asmd2m_d.3d"
SurfaceSkin 0 0 "asmd_t1.png"
SurfaceSkin 0 1 "asmd_t2.png"
SurfaceSkin 0 2 "asmd_t3.png"
SurfaceSkin 0 3 "asmd_t4.png"
AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15
Offset 5.1 -18.4 -5.2
// select
FrameIndex ASMS A 0 0
FrameIndex ASMS B 0 1
FrameIndex ASMS C 0 2
FrameIndex ASMS D 0 3
FrameIndex ASMS E 0 4
FrameIndex ASMS F 0 5
FrameIndex ASMS G 0 6
FrameIndex ASMS H 0 7
FrameIndex ASMS I 0 8
FrameIndex ASMS J 0 9
FrameIndex ASMS K 0 10
FrameIndex ASMS L 0 11
FrameIndex ASMS M 0 12
FrameIndex ASMS N 0 13
FrameIndex ASMS O 0 14
// idle
FrameIndex ASMI A 0 15
// deselect
FrameIndex ASMD A 0 17
FrameIndex ASMD B 0 18
FrameIndex ASMD C 0 19
FrameIndex ASMD D 0 20
FrameIndex ASMD E 0 21
FrameIndex ASMD F 0 22
FrameIndex ASMD G 0 23
// fire
FrameIndex ASMF A 0 30
FrameIndex ASMF B 0 31
FrameIndex ASMF C 0 32
FrameIndex ASMF D 0 33
FrameIndex ASMF E 0 34
FrameIndex ASMF F 0 35
FrameIndex ASMF G 0 36
FrameIndex ASMF H 0 37
FrameIndex ASMF I 0 38
FrameIndex ASMF J 0 39
// altfire
FrameIndex ASMA A 0 40
FrameIndex ASMA B 0 41
FrameIndex ASMA C 0 42
FrameIndex ASMA D 0 43
FrameIndex ASMA E 0 44
FrameIndex ASMA F 0 45
FrameIndex ASMA G 0 46
FrameIndex ASMA H 0 47
FrameIndex ASMA I 0 48
FrameIndex ASMA J 0 49
}
Model "EnhancedShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "sasmd_t.png"
AngleOffset 90
Scale 0.14 0.14 0.18
ZOffset 12
ROTATING
FrameIndex ASMP A 1 0
}
Model "EnhancedShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "sasmd_t.png"
AngleOffset 90
Scale 0.14 0.14 0.18
ZOffset 4
FrameIndex ASMP B 1 0
}
Model "EnhancedShockRifle"
{
Path "models"
Model 0 "asmd2m_d.3d"
SurfaceSkin 0 0 "sasmd_t1.png"
SurfaceSkin 0 1 "sasmd_t2.png"
SurfaceSkin 0 2 "sasmd_t3.png"
SurfaceSkin 0 3 "sasmd_t4.png"
AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15
Offset 5.1 -18.4 -5.2
// select
FrameIndex ASMS A 0 0
FrameIndex ASMS B 0 1
FrameIndex ASMS C 0 2
FrameIndex ASMS D 0 3
FrameIndex ASMS E 0 4
FrameIndex ASMS F 0 5
FrameIndex ASMS G 0 6
FrameIndex ASMS H 0 7
FrameIndex ASMS I 0 8
FrameIndex ASMS J 0 9
FrameIndex ASMS K 0 10
FrameIndex ASMS L 0 11
FrameIndex ASMS M 0 12
FrameIndex ASMS N 0 13
FrameIndex ASMS O 0 14
// idle
FrameIndex ASMI A 0 15
// deselect
FrameIndex ASMD A 0 17
FrameIndex ASMD B 0 18
FrameIndex ASMD C 0 19
FrameIndex ASMD D 0 20
FrameIndex ASMD E 0 21
FrameIndex ASMD F 0 22
FrameIndex ASMD G 0 23
// fire
FrameIndex ASMF A 0 30
FrameIndex ASMF B 0 31
FrameIndex ASMF C 0 32
FrameIndex ASMF D 0 33
FrameIndex ASMF E 0 34
FrameIndex ASMF F 0 35
FrameIndex ASMF G 0 36
FrameIndex ASMF H 0 37
FrameIndex ASMF I 0 38
FrameIndex ASMF J 0 39
// altfire
FrameIndex ASMA A 0 40
FrameIndex ASMA B 0 41
FrameIndex ASMA C 0 42
FrameIndex ASMA D 0 43
FrameIndex ASMA E 0 44
FrameIndex ASMA F 0 45
FrameIndex ASMA G 0 46
FrameIndex ASMA H 0 47
FrameIndex ASMA I 0 48
FrameIndex ASMA J 0 49
}